Combat Medic Archive
Thread: For those crying about our magical casts
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Eskie
Sat May 07, 2005 4:30 am
#2
eapers wrote:
But I'm a medic, not a jedi.
QFE!
Since when can normal people use the Force for healing?
TKTerror
Sat May 07, 2005 5:09 am
#3
lol, beats paying for them and we always had them, with medic just weaker
-Demented-
Sat May 07, 2005 7:48 am
#4
Eskie wrote:
eapers wrote:
But I'm a medic, not a jedi.
QFE!
Since when can normal people use the Force for healing?
i am not a normal person i am a combat medic therefore i am > jedi
Eskie
Sat May 07, 2005 9:39 am
#5
Not anymore
- at least not > than Healers
Message Edited by Eskie on 05-07-2005 06:39 PM
-Demented-
Sat May 07, 2005 12:00 pm
#6
...can i buy a pack of force choke and a pack of force knockdown instead?
I wouldn't do something as comical as complain about "magic" powers in a game whoscentric focus is a "hokey religion" of telekinetics withglowing swords...
Message Edited by -Demented- on 05-07-2005 02:00 AM
Agraco
Sat May 07, 2005 12:21 pm
#7
-Demented- wrote:
...can i buy a pack of force choke and a pack of force knockdown instead?
I wouldn't do something as comical as complain about "magic" powers in a game whoscentric focus is a "hokey religion" of telekinetics withglowing swords...
Message Edited by -Demented- on 05-07-2005 02:00 AM
Good point
JerethBane
Sun May 08, 2005 9:39 am
#8
Seems to me that my favorite special from the old system, /healmind whas basicly a "magic power"
Sorry, but complainign about itemless specials and what the new bottons look like is pretty retarded. Its like you're grasping at something to be upset about so you can be like all the "cool kids"
eapers
Sun May 08, 2005 11:56 am
#9
The problem is not that we use "magical powers." Its stupid, but it not a problem.
To me, the issue is that the items you crafted (or paid for) were what helped define you as a good/bad combat medic. Now, with everyone using the same special which has a specific effect for a specific ammount of time with a specific chance to resist. Enhancers will (and I say will because nobody on my server is making BE CM stuff and I'm just using what converted over from when I could craft) change this a little, but the range of improved abilities from enhancers seems small.
I am still defined as a good/bad combat medic by my choise of specials in combat, but the removal of items removes a layer of reality. I used to make sure I had enough stims pulled before entering, say, the DWB so that I wouldnt get stuck in agro and run out of heals. It made me a good combat medic if I had every type of poison on me, sub stat disease for driving up BF on mobs to do good disease primary damage, and the ability to craft these things myself allowed me to be in direct control of the quality. I will still be a good/bad combat medic if I know how to handle the abilities, but my fire = your fire = his fire = their fire.
So I would hardly say people who complain about this are grasping at straws. We are seeing the layers of complexity slowly stripped from this game. Would you argue that players should be able to execute attacks without weapons? They certainly seem to be trying to put in enough loot weapons to kill player made stuff.
To me, the issue is that the items you crafted (or paid for) were what helped define you as a good/bad combat medic. Now, with everyone using the same special which has a specific effect for a specific ammount of time with a specific chance to resist. Enhancers will (and I say will because nobody on my server is making BE CM stuff and I'm just using what converted over from when I could craft) change this a little, but the range of improved abilities from enhancers seems small.
I am still defined as a good/bad combat medic by my choise of specials in combat, but the removal of items removes a layer of reality. I used to make sure I had enough stims pulled before entering, say, the DWB so that I wouldnt get stuck in agro and run out of heals. It made me a good combat medic if I had every type of poison on me, sub stat disease for driving up BF on mobs to do good disease primary damage, and the ability to craft these things myself allowed me to be in direct control of the quality. I will still be a good/bad combat medic if I know how to handle the abilities, but my fire = your fire = his fire = their fire.
So I would hardly say people who complain about this are grasping at straws. We are seeing the layers of complexity slowly stripped from this game. Would you argue that players should be able to execute attacks without weapons? They certainly seem to be trying to put in enough loot weapons to kill player made stuff.
TheDeadEyes
Sun May 08, 2005 7:23 pm
#10
i like the idea of loot that we can actual use. Its nice to be able to get a weapons without paying out the arse for it, now maybe those crafters willcome down on prices and stop ripping off the gereral public
Eskie
Mon May 09, 2005 2:18 am
#11
TheDeadEyes wrote:
i like the idea of loot that we can actual use. Its nice to be able to get a weapons without paying out the arse for it, now maybe those crafters will come down on prices and stop ripping off the gereral public
Believe it or not, most crafters have to pay most of the money you pay them back to the people that get them their resources. How much do you charge for tapes with +20 or more to a working mod?
BadgerSmaker
Mon May 09, 2005 4:19 am
#12
eapers wrote:
I used to make sure I had enough stims pulled before entering, say, the DWB so that I wouldnt get stuck in agro and run out of heals. It made me a good combat medic if I had every type of poison on me, sub stat disease for driving up BF on mobs to do good disease primary damage, and the ability to craft these things myself allowed me to be in direct control of the quality.
Thats the one thing I wont miss, as a Combat Doctor and Master PIstoleer I had a full inventory if diseases, poisons, state heals, dot heals, area, ranged and Stim Eheals.... plus storage droids full of crated stims.
It used to cost me a small fortune to stay in stock, now I can make all the enhancers I need with our guilds Bio Engineer, and if I run out of an enhancer in the field it doesn't matter anymore as you can just go back to using the non-enhanced move.
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